PaladinAg Posted November 27, 2016 Report Share Posted November 27, 2016 Preparing to jump into the deep end... So I've finally produced my 6E version of the Silver Paladin. Yes, he does bear considerable resemblance to a certain red and gold armoured hero He is intended as a 450 pt character for what will be the UK's premier superhero team, the Sentinels. He is built with a few special features. The primary character has a limited range of capabilities in the armour form, but can be donned quickly (as per IM2 silver and red armour), with 4 other armour sets as different modes, general transportation/sensors/action, combat, specialist and a special big foe "dragon slayer", although all share the common core personality details, skills, traits etc, Comments most welcome Paladin Ag Silver Paladin 6E 450.pdf Quote Link to comment Share on other sites More sharing options...
doccowie Posted November 28, 2016 Report Share Posted November 28, 2016 Goodness, that's impressively complex :- ) I adore the rabbithole of Hero as much as the next person (actually, on this board? maybe not), but first question - is this designed to be an NPC, or a PC? If it's an NPC, then awesome work. You've come up with a way of modelling a complex character using expert knowledge of Hero, whereas someone else with less knowledge may have required a lot more points to get similar effects. I like that that you feel that you need to justify an NPC's powers using the point system rather than just handwaving. If it's a PC - then see above, but there are some assumptions that are really up to the referee to comment on. The sheer complexity might make him difficult to play/referee - but if everyone in your group is happy with this, then obviously fantastic. If it's more for art's sake - creating something beautiful using the HERO rules (see Hyperman/Tasha) then I really like it too. Quote Link to comment Share on other sites More sharing options...
PaladinAg Posted November 28, 2016 Author Report Share Posted November 28, 2016 The idea is that once the character gets stuck in the player would not want to change between modes unless there is a real need. Perhaps if I made the multiform take longer to effect (a turn, a minute?), i.e. long enough to be an out of combat event or if it is a change that is needed, the character is unavailable for the duration. Within each mode, the character is a pretty standard power armour type with a small gadget pool, which shouldn't be that challenging to play/referee. The character has the same set of flaws (a big dependence on unified power modifier so very vulnerable to drains, even with some power defence plus very limited defence against mental powers, plus the "overconfident"). Each mode has its limits either in terms of firepower, senses or manoeuvrability. The "Chevalier" mode is a bit different but in any case, it would be unreasonable for any GM not to ask for a series of standard set ups before hand to avoid lots of time leafing through books (electronic or otherwise). Quote Link to comment Share on other sites More sharing options...
PaladinAg Posted November 28, 2016 Author Report Share Posted November 28, 2016 As to complex builds, "fun" is also designing starships for TNE, including all the weapons and ordnance (including that of the embarked marines) from scratch. One character is easy... Quote Link to comment Share on other sites More sharing options...
doccowie Posted November 29, 2016 Report Share Posted November 29, 2016 I sometimes think that designing characters in HERO is a bit like painting miniatures. Some people hate it, some people do it as a means to end - to use them in games - and some of us mostly do it because a well designed character is a joy to see in itself. Quote Link to comment Share on other sites More sharing options...
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